[sblock=Platinus, Fleshraker of Bahamut]
[sblock=Game Info]
Race: Human
Type: Humanoid
Class: Druid / Warshaper
Level: 9 / 1
Experience: 45,078
Alignment: Neutral Good
Languages: Common, Terran, Drow, Sylvan, Draconic, Druidic
Deity:Bahamut[/sblock]
[sblock=Abilities]
Strength 14 (+2) (6pt buy)
Dexterity 14 (+2) (6pt buy)
Constitution 16 (+3) (10pt buy)
Intelligence 14 (+2) (6pt buy)
Wisdom 18 (+4) (10pt buy, , +2 Lvl)
Charisma 08 (-1) (0pt buy)[/sblock]
[sblock=Combat]
HP: 109/110 = [10d8 + 30]
AC: 23(30) = 10 + 8 [armor] + 3 [shield] + 2 [DEX] (+8 [natural] -1 [size] When WS)
AC Touch: 12 = 10 + 2 [DEX]
AC Flatfooted: 21(28) = 10 + 8 [armor] + 3 [shield]
INIT: +2 = +2 [DEX]
BAB: +6/+1 = [+6/+1 druid]
Fort: +16 = +8 [base] +3 [Con] +5 [Resistance]
Reflex: +10 = +3 [base] +2 [Dex] +5 [Resistance]
Will: +10 = +6 [base] + 4 [stat]
Speed:40ft (8 squares)
Damage Reduction: (5/magic when Wild Shaped)
Spell Resistance: (15 when wild shaped)[/sblock]
[sblock=Animal Companion]Slash
Fleshraker Warbeast
Large Animal
Hit Dice: 11d8+54 (142 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 29 (+3 Dex, +12 natural, +3 armor, -1 size), touch 13, flat-footed 22
Base Attack/Grapple: +6/+20
Attack: Claw +13 melee (1d8+9+poison+1d4 force)
Full Attack: 2 claws +13 melee (1d8+9+poison+1d4 force) and bite
+13 melee (1d8+5+1d4 force) and tail +13 melee (1d8+5+poison+1d4 force)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, Poison 1d6Dex/1d6Dex DC 21, rake 1d8+10+1d4 force
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +11, Will +6(+10)
Abilities: Str 29, Dex 19, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +8*, Jump +34, Tumble +12, Survival +5
Feats: Improved Natural Attack (claw), Track, Raptor School, Multi-Attack, Improved Multi-Attack
Gear: Piercer Cloak, Pearl of Speech, Psychokintetic Belt of Mighty Fists, Studded Leather Barding
[sblock=Description]Slash is all claws and spines dripping poison. Much of her mottled gray and black hide is covered by her simple black studded leather barding. She always moves right next to Platinus unless he tells her otherwise. The fact that she can now speak in the draconic tongue gives her no end of joy.[/sblock]
[sblock=Features]Warbeast Training: +1HD, +3Str, +3Con, +2Wis, +10ft speed, Proficiency with L/M/H armor,
Can be ridin as mount with +2Ride, +1Spot, +1Listen
Natural Bond: Gains bonuses as 9th lvl druid companion.
+6 HD, +6 NA, +3str, +3Dex, +4 Tricks, Link, Shared Spells, Evasion, Devotion, Multi-Attack
Tricks: General Purpose- Hunting[/sblock][/sblock][sblock=Wild shapes]Platinus
Celestial Fleshraker
Large Magical Beast, Extraplanar Subtype
HP: 109/110 = [10d8 + 30]
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 30 (+2 Dex, +8 natural, +8 armor, +3 shield, -1 size), touch 19, flat-footed 28
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7+poison*)
Full Attack: 2 claws +12 melee (1d8+7+poison*) and bite
+12 melee (2d6+3*) and tail +12 melee (2d6+5+poison*)
Space/Reach: 10 ft./10 ft.
Special Attacks: Leaping pounce, rake 1d8+5*,Poison 1d6Dex/1d6Dex DC19, Smite Evil
Special Qualities: Darkvision 60ft, * Vampiric: +1d6 dmg vs living enemies, I heal same amount
Resistances: Acid 10, Cold 10, Lightning 10
Immunities: Stunning, Critical Hits
Extraordinary Abilities: DR 5/magic (Natural Attacks considered magic), SR 15
Supernatural Abilities: Morphic Weapons
Saves: Fort +15, Ref +5, Will +10
Abilities: Str 25, Dex 15, Con 19, Int 14, Wis 18, Cha 8
Skills: Concentration +16, Spot +18, Jump +21, Survival +18
Feats: Natural Spell, Exalted Wild Shape, Improved Multi-Attack, Multi-Attack
Gear: See Equipment
[sblock=Features]Celestial Template added
Morphic Weapons - All Natural Weapons are +1 size category[/sblock][/sblock]
[sblock=Weapon Stats]
Spear(melee): +8/+3 = +6/+1 [BAB] + 2 [STR] / DMG = 1d8+3, CRIT 20x3
Claws X4(melee) : +10 = +6 [BAB] + 4 [STR]/ DMG = 1d6+2/1 +rend (+1d6 HP drain vs living)
Bite : +8 = +6 [BAB] + 2 [STR]/ DMG = 2d6+3
[/sblock]
[sblock=Racial Traits]
• Medium: As a Medium creature, a Human has no special
bonuses or penalties due to her size.
• human base land speed is 30 feet.
• +1 Feat, +4 Skill points at 1st lvl and +1 SP at each new lvl.
• Automatic Languages: Common.
Bonus Languages: Draconic, Terran.
• Favored Class: Any.[/sblock]
[sblock=Class Features]Druid:
Spells - 6/5/5/4/3/1 no evil
Spontaneous Casting - Can Sacrifice prepared Spell to cast Summon Nature's Ally of same lvl
Animal Companion - See Slash
Nature Sense - +2 to survival and Nature
Wild Empathy - Bonus on effecting animal mood.
Woodland Stride - Ignore difficult terrain in brush
Trackless Step - leave no tracks unless you want to
Resist Nature's Lure - +4 bonus on saving throws against the spell-like abilities of fey
Wild Shape - Change to Animal Form small/medium/large
Vemon Immunity - Immune to all poisons
Warshaper:
Morphic Immunities - Immune to Stunning and Critical Hits
Morphic Weapons - As a move action, Platinus can grow natural weapons such as claws or fangs, allowing a natural attack that deals the appropriate amount of damage according to the size of the new form. These morphic weapons need not be natural weapons that the creature already possesses. If Platinus' form already has a natural weapon of that type, the weapon deals damage as if it were one category larger. Platinus can change morphic weapons as often as he likes, even if he is using a shapechanging technique such as the polymorph spell or the wild shape class feature that doesn’t allow subsequent changes after the initial transformation.[/sblock]
[sblock=Feats&Flaws]1 Multi-Attack: secondary natural attacks take -2 to hit.
- Improved Multi-Attack: secondary natural attacks take no penalty to hit. (Bonus Flaw)
- Natural Bond: Treat Druid lvl as 3 higher when determining Companion Bonuses. (Bonus Human)
3 Craft Wondrous Items: Craft magic items from the Wondrous category
- Skill Bump: +2 Spot / +2 Sense Motive
6 Natural Spell: Can Cast spells while wild shaped.
9 Exalted Wild Shape: Add Celestial Template to shifted form.
- Skill Bump: +2 Craft (woodcarving) / +2 Jump
Flaw - Clumsiness: 1/day DM makes you fail a Str or Dex Check. Drop weapon on 1 or 2.[/sblock]
[sblock=Skills]
Skill Points: 91 [7/level] Max Ranks: 12/7
ACP: -7
Skills:
Appraise +00 = +0 [ranks] +0 [Int]
Balance +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Bluff +00 = +0 [ranks] +0 [Cha]
Climb +00 = +0 [ranks] +0 [Str] -0 [ACP]
Concentration +16 = +12 [ranks] +4 [Con]
Craft (Woodcarving) +14 = +10 [ranks] +2 [Int] +2 [Bonus10]
Decipher Script +00 = +0 [ranks] +0 [Int]
Diplomacy +00 = +0 [ranks] +0 [Cha]
Disable Device +00 = +0 [ranks] +0 [Int]
Disguise +00 = +0 [ranks] +0 [Cha]
Escape Artist +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Forgery +00 = +0 [ranks] +0 [Int]
Gather Information +00 = +0 [ranks] +0 [Cha]
Handle Animal +12(+16 for Slash) = +12 [ranks] +0 [Cha]
Heal +08 = +5 [ranks] +3 [Wis]
Hide +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Intimidate +00 = +0 [ranks] +0 [Cha]
Jump +7 = +4 [ranks] +2 [Str] -7 [ACP] +4 [Speed] +2 [Competence] +2 [Bonus10]
Knowledge(Architecture and engineering) +00 = +0 [ranks] +0 [INT]
Knowledge(Dungeoneering) +00 = +0 [ranks] +0 [INT]
Knowledge(Geography) +00 = +0 [ranks] +0 [INT]
Knowledge(History) +00 = +0 [ranks] +0 [INT]
Knowledge(Arcana) +00 = +0 [ranks] +0 [INT]
Knowledge(The Planes) +00 = +0 [ranks] +0 [INT]
Knowledge(Religion) +00 = +0 [ranks] +0 [INT]
Knowledge(Local) +00 = +0 [ranks] +0 [INT]
Knowledge(Nobility and Royalty) +00 = +0 [ranks] +0 [INT]
Knowledge(Nature) +10 = +6 [ranks] +2 [INT] +2 [Nature Sense]
Listen +14 = +10 [ranks] +4 [Wis]
Move Silently +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Open Locks +00 = +0 [ranks] +0 [Dex]
Perform +00 = +0 [ranks] +0 [Cha]
Profession +00 = +0 [ranks] +0 [Wis]
Ride +00 = +0 [ranks] +0 [Dex]
Search +00 = +0 [ranks] +0 [Int]
Sleight of Hand +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Spot +19 = +13 [ranks] +4 [Wis] +2 [Bonus4]
Sense Motive +7 = +1(2) [ranks] +4 [Wis] +2 [Bonus4]
Speak Language +02 = +4 [ranks]
Spellcraft +00 = +0 [ranks] +0 [Int]
Survival +17 = +12 [ranks] +4 [Wis] +2 [Nature Sense]
Swim +00 = +0 [ranks] +0 [Str] -0 [ACP*]
Tumble +00 = +0 [ranks] +0 [Dex] -0 [ACP]
Use Magic Device +00 = +0 [ranks] +0 [Cha]
Use Rope +00 = +0 [ranks] +0 [Dex]
* double ACP penalty[/sblock][sblock=Spells]6/5/5/4/3/1 [sblock=prepared Spells]
0: Create Water X3, Cure Minor Wounds X3
1: Claws of the Bear X2, Beast Claws, Lesser Vigor X2
2: Mass Snake Strike X2, Nature's Favor, Lesser Resoration X2
3: Girallon's Blessing X2, Junglerazor, Mass Lesser Vigor
4: Bite of the Wereboar, Moonbolt, Jaws of The wolf
5: Bite of the Weretiger[/sblock][sblock=Spell Descriptions]BEAST CLAWS
Transmutation
Level: Druid 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 hours
You gain two claw attacks that act as slashing melee weapons, dealing 1d4 points of damage with a threat range of 19–20. Attacks with your transformed hands do not provoke attacks of opportunity. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus. If you attack with a manufactured weapon or another natural attack, you can’t make any claw attacks in that
round. The claws do not hinder your manual dexterity or spellcasting.
Material Component: The claw of a bird of prey, such as an eagle or falcon.
BITE OF THE WEREBOAR
Transmutation
Level: Druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 rounds
You gain a +4 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +8 enhancement bonus to natural armor. Your face becomes that of a boar, and you gain a bite attack that deals 1d8 points of damage (or 1d6 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: Four boar bristles.
BITE OF THE WERETIGER
Transmutation
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 9 rounds
You gain a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +5 enhancement bonus to natural armor. Your hands become claws, granting you claw attacks, and your mouth becomes that of a tiger, giving you a bite attack. You can attack with both claws at your full base attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (2d6 if you are Large) + your Str modifier, and your bite deals 2d6 points of damage (3d6 if you are Large) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A tiger’s claw.
CLAWS OF THE BEAR
Transmutation
Level: Druid 1
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 9 rounds
When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.
GIRALLON’S BLESSING
Transmutation
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 90 minutes
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
The touched subject appears to be in discomfort for an instant before arms erupt from its torso with a damp squelch. You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d4 points of damage + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d4 points of damage + 1-1/2 times its Str modifier. A creature cannot use normal weapons and the claw attacks in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.
Material Component: A few strands of girallon hair.
JAWS OF THE WOLF
Transmutation
Level: Druid 4
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more created worgs
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You turn small wooden carvings into a number of worgs (MM 256) equal to one for every two caster levels. These worgs appear between you and your opponents. They act on their own but obey your mental commands. If the worgs move beyond the range of the spell, or at the end of the spell, the worgs become carvings again. Killing a worg destroys its focus item.
Focus: One carving of a worg for each that you create (25 gp each).
JUNGLERAZER
Necromancy
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Material Component: A pinch of ash from a burnt plant.
LESSER VIGOR
Conjuration (Healing)
Level: Druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 15 rounds
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.
MASS LESSER VIGOR
Conjuration (Healing)
Level: Druid 3
Range: 20 ft.
Ta rget: One creature/2 levels, no
two of which are more than
30 ft. apart
Duration: 19 rounds
This spell functions like lesser vigor, except that it affects multiple creatures.
MASS SNAKE’S SWIFTNESS
Transmutation
Level: Druid 2
Range: Medium 190 ft.
Targets: Allied creatures in a 20-ft. radius burst
The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Arcane Material Component: A few scales from a snake.
MOON BOLT
Evocation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Long 760 ft
Target: One living or undead
creature, or two living or undead
creatures that are no more than
15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
(living target) or Will negates
(undead target)
Spell Resistance: Yes
A moon bolt strikes unerringly against any living or undead creature in range. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.
NATURE’S FAVOR
Evocation
Level: Druid 2
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Animal touched
Duration: 1 minute
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).[/sblock][/sblock]
[sblock=Equipment]
Code:
Equipment (*= Wilding Clasp Attached) Cost Weight
+1 Animated Heavy Crystal Shield of Stamina/Agile (greater) 17,157g 20lbs
Vampiric Amulet of Mighty Fists* 14,000g - - 800xp
Bands of Bloodrage* 6,600g 1lbs
Psychoactive Skin of Ectoplasmic Armor 6,000g
Dimension Stride Greaves of the Unending Journey* 5,500g 2lbs -440xp
Cord of Favor 3,000g 2lbs
Psychokinetic Belt of Mighty Fists 2,500g -200xp
Ring of Darkvision 2,000g
Piercer Cloak X2 1,800g
Pearl of Speech (Draconic) 600g
Warbeast Training 325g
Feather Token (tree) X2 400g - - 32xp
Wolf carvings X6
Studded Leather Barding 100g
Artisan Tools 5g 5lbs
Backpack 2g 2lbs
Whetstone 2c 1lbs
Waterskin 1g 4lbs
2 Belt Pouches 2g 1lbs
Treasure: 6gp, 8sp, 8cp Gems:
Total weight carried: 38lbs
Maximum weight possible: 175 lbs[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 25
Height: 6'8"
Weight: 240 lbs
Hair Color: Blond
Eye Color: Blue
Skin Color: Tan
Apperance

latinus is a tall, barrel chested man. His skin is darkly tanned from long days under in the heat, and his sapphire-blue eye are narrowed by sun. He has a very pronounced set of bushy yellow eyebrows that match the shock of unkempt hair above them. The heavy shield floating next to him is stylized in the form of a topaz crystal sarcophagus that matches the transluscent crystal plates hovering just over his body, in the configuration of a set of armor. His voice is gravelly and deep which contrasts the clear and strait forward manner in which he speaks. This puts some people who were raised in more civilized areas and political climates off, but Platinus doesn't seem to mind. The druid seems to stare off into the distance when not actively engaged with someone as if recalling some half remembered dream as he scratched absently at the hair on his arms, as if not used to it being there.
Before changing shape he will hold out his hand, causing his armor to swirl into a liquid that flows down into a viscous orb in his palm. He sets down the orb, sword, shield and removes his belt so they aren't absorbed during the change. He re-equips these items once in his new form.
His standard wild shape is that of a large platinum fleshraker. He grows a tail covered in long barbs, with claws and pointed teeth grow to double normal size, while his skin becomes a heavy metallic, scaled hide. He even starts producing a clear fluid that coats his claws and tail-spines.
Deamenaor: Platunis seems to much prefer his wild, dinosaur form to walking about on the spindly legs of a man. He moves like a well oiled machine when wild shaped, using complicated, leaping attack patterns with the dusty dinosaur companion he calls Slash. They chuff away at each other both in the simple language of the raptors, and the stony base language of elemental earth. [/sblock]
[sblock=Background]Platinus was born in the high reaches of the northern mountains of Gorin, where the cliffs met the northern sea. The deep jungles around the base of the range are home to ancient thunder lizards that roared throughout the night. When the tribes united to destroy an ancient black dragon that had moved into the area, it was Platinus who was honored with the beasts hide, once it was killed, to protect the sentinel of the people from harm. During the fight he met several other heroes as well who told him such strange tales of distant lands and an evil rising from deep within the earth. So fashioning a suit of armor from the hide, he beckoned his companion to come along and began his great adventure. [/sblock]
[sblock=Level Ups] ....[/sblock] [/sblock]